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Directx 11 support
Directx 11 support




Make sure to use the shared fence for synchronization, that means wait for FSR2's gpu job is completed before doing any furthur draw calls on the dx11 side. When testing for HDR detection in your Microsoft Windows 10 DirectX 11 or DirectX 12 application, make sure that HDR and WCG display settings are turned on (see below). If I order the Photography subscription, is it possible to. Sharing textures between dx11 and dx12 is very easy, you can find a lot of examples on the internet. My PC has an AMD Radeon HD 6900 GPU that does not support DirectX 12, but only DirectX11.

directx 11 support

Yeah like I can't explain it in details, but try creating a separate DX12 device and a shared fence, then create shared textures for the color, depth and motion vectors.

directx 11 support

If you could help out in any way I'd be very grateful. You don't have to maintain DX11 version, just release and mark abandoned, we really need source code for DX11 version.ĮDIT: I somehow got FSR 2.1 working on DX11 by using a DX11/DX12 hybrid rendering system, look like everything is working fine.ĮDIT2: It does work pretty well, although 10 FPS lower than native DX11 DLSS, but still a significant FPS gain comparing to native 4K.Ĭan you go into detail on how you used a hybrid rendering mode on FSR 2 to get it working on DX11 titles? If you can't go into detail here I have Twitter and Discord but my teams upcoming game uses DX11 and I'm having issues contacting AMD. How about releasing the source and mark it archived or deprecated or abandoned or unsupported? Isn't that what open source is suppose to be? Also the main reason people wanting dx11 source is to mod FSR2 in some older titles that are never going to get an update anyway.






Directx 11 support